Using the Wii Remote for Mobile Device Application Testing

2015 ◽  
Vol 6 (1) ◽  
pp. 34-43
Author(s):  
Mark Bruce Freeman

There has been a dramatic shift in the interaction methods of mobile devices over the past decade. From devices simply being able to make phone calls to being able to handle complex tasks traditionally performed on personal computers (PCs); this change has led to new interaction issues that need to be understood during the application development process, particularly as these devices now commonly incorporate a touch-screen as their primary source of input. Currently, the methods of conducting software user experience testing of these devices employs techniques that were developed for PCs, however mobile devices are used within different contexts of use. This research initially reviews the current methods for user experience testing of applications running on mobile devices and then presents, through a proof-of-concept approach, an innovative method for conducting user experience testing employing actual devices.

2021 ◽  
Vol 8 (2) ◽  
pp. 303
Author(s):  
Ariq Cahya Wardhana ◽  
Nenny Anggraini ◽  
Nurul Faizah Rozy

<p class="Abstrak">Berwisata memiliki beberapa kebutuhan sebelum melakukan perjalanan, salah satunya merancang <em>itinerary</em>. <em>Itinerary </em>merupakan rancangan jadwal perjalanan wisata yang membantu wisatawan agar lebih terarah dan teratur. Kurang lengkapnya informasi <em>itinerary</em> perjalanan wisata di Indonesia seperti informasi cara menuju destinasi, transportasi, beserta biayanya menyebabkan wisatawan lebih memilih keluar negeri. Selain itu, kemudahan penyusunan <em>itinerary </em>sangat berpengaruh pada keinginan menuju destinasi wisata. Penelitian ini bertujuan mengembangkan aplikasi berbagi pengalaman perjalanan wisata dalam bentuk <em>itinerary</em><em> </em>berbasis web. Metode <em>User Experience</em> (UX) <em>Lifecycle</em> berhasil diterapkan pada proses pengembangan aplikasi yang dimulai dari tahap analisis untuk memahami kebutuhan pengguna melalui wawancara dan kuisioner <em>online</em> dengan 136 responden. Tahap desain dilakukan pembuatan persona, sketsa, <em>storyboard</em>, skenario dan <em>wireframe</em>. Hasil desain diimplementasikan dalam bentuk prototipe <em>high fidelity</em><em> </em>berbasis web. Selanjutnya dilakukan evaluasi prototipe yang menunjukan secara keseluruhan aplikasi berhasil membantu wisatawan<em> </em>dalam<em> </em>merencanakan perjalannnya.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>Traveling has several needs before traveling, one of which is designing an itinerary. The itinerary is an itinerary travel design that helps tourists to be more directed and organized. The lack of complete itinerary information on tourist trips in Indonesia, such as information on how to get to destinations, transportation, and their costs, causes tourists to prefer going abroad. Also, the ease of preparation of the itinerary is very influential in the desire to travel destinations. This study aims to develop applications for sharing travel experiences in the form of a web-based itinerary. The User Experience (UX) Lifecycle method was successfully applied to the application development process, starting from the analysis phase to understand user needs through online interviews and questionnaires with 136 respondents. The design phase is carried out, making persona, sketches, storyboards, scenarios, and wireframes — the next step to implement it in the form of a web-based high-fidelity prototype. The prototype evaluation results show that overall, the application succeeded in helping travelers planning their journey.<strong></strong></em></p><p class="Abstract"> </p>


Author(s):  
Kevin Curran ◽  
Sean Carlin ◽  
Joseph McMahon

Mobile application development is relatively new and has seen growth of late. With this rapid expansion, there are growing pains within industry, as the usual time given to the evolution of an industry to learn from past mistakes has been significantly shortened and is even going on within the currently saturated market. Because of this, inexperienced developers are attempting to design applications based on what is of yet a shady set of design principals. This is providing problems during the development process and can be seen to be stifling innovation, as many developers have yet to get a grasp on the shift between traditional software engineering and what it means to implicate these designs on a mobile device. This chapter analyses these difficulties in depth, as well as attempting to draw solutions to these problems based on development in the context of the characteristics of mobile devices.


In the past few years, the computational performance of smartphone devices has seen tremendous growth. Due to which the smartphone has become a suitable platform for various computer-vision based applications which earlier was not possible. In this paper, we study various methods through which we can achieve computer vision-based hand gesture recognition natively on smartphones. If smartphones can support hand gesture recognition it can provide a new way to interact with mobile devices and overcome the hurdles of voice and touch-based user interface improving the user experience at the same time also supports other gesture-based applications. The techniques we study are mainly vision-based since camera module is present on most of the smartphones and it does not require other additional sensors or other hardware. We have compared the various methods available based on algorithms used and corresponding accuracy.


Author(s):  
Kevin Curran ◽  
Sean Carlin ◽  
Joseph McMahon

Mobile application development is relatively new and has seen growth of late. With this rapid expansion, there are growing pains within industry, as the usual time given to the evolution of an industry to learn from past mistakes has been significantly shortened and is even going on within the currently saturated market. Because of this, inexperienced developers are attempting to design applications based on what is of yet a shady set of design principals. This is providing problems during the development process and can be seen to be stifling innovation, as many developers have yet to get a grasp on the shift between traditional software engineering and what it means to implicate these designs on a mobile device. This chapter analyses these difficulties in depth, as well as attempting to draw solutions to these problems based on development in the context of the characteristics of mobile devices.


2016 ◽  
Vol 167 (4) ◽  
pp. 221-228 ◽  
Author(s):  
Astrid Zabel ◽  
Eva Lieberherr

Advancement of the Swiss Forest Policy 2020 from stakeholders' perspectives In light of the ending of the Swiss “ Forest Policy 2020”, this article assesses the goals, challenges and concerns of Swiss forest stakeholders in relation to forest policy post 2020. The data were collected through expert interviews and an online survey. The results show that securing an economically sustainable forest management and economically viable silvicultural businesses are key concerns for many stakeholders. Apart from these issues, several further and sometimes conflicting interests were mentioned. The study concludes that a debate on an adjustment of the weights given to goals in the Swiss Forest Policy 2020 may be commendable. However, there does not appear to be need for a complete change of course in order to address the stakeholders' needs and concerns. In terms of policy process, most stakeholders positively evaluated the past planning and development process of the Swiss Forest Policy 2020, but also provided suggestions for improvements. Finally, a network analysis revealed that the Swiss Federal Agency for the Environment, the Swiss Forest Owners Association and the Conference of Cantonal Foresters played a central role in the amendment of the Swiss Federal Forest Act. The analysis also showed that more stakeholders find each other as important than actually work together in a legislative process.


Electronics ◽  
2020 ◽  
Vol 9 (12) ◽  
pp. 2208
Author(s):  
Jesús D. Trigo ◽  
Óscar J. Rubio ◽  
Miguel Martínez-Espronceda ◽  
Álvaro Alesanco ◽  
José García ◽  
...  

Mobile devices and social media have been used to create empowering healthcare services. However, privacy and security concerns remain. Furthermore, the integration of interoperability biomedical standards is a strategic feature. Thus, the objective of this paper is to build enhanced healthcare services by merging all these components. Methodologically, the current mobile health telemonitoring architectures and their limitations are described, leading to the identification of new potentialities for a novel architecture. As a result, a standardized, secure/private, social-media-based mobile health architecture has been proposed and discussed. Additionally, a technical proof-of-concept (two Android applications) has been developed by selecting a social media (Twitter), a security envelope (open Pretty Good Privacy (openPGP)), a standard (Health Level 7 (HL7)) and an information-embedding algorithm (modifying the transparency channel, with two versions). The tests performed included a small-scale and a boundary scenario. For the former, two sizes of images were tested; for the latter, the two versions of the embedding algorithm were tested. The results show that the system is fast enough (less than 1 s) for most mHealth telemonitoring services. The architecture provides users with friendly (images shared via social media), straightforward (fast and inexpensive), secure/private and interoperable mHealth services.


Safety ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 17
Author(s):  
Miroslava Mikusova ◽  
Joanna Wachnicka ◽  
Joanna Zukowska

The topic of the use of mobile devices and headphones on pedestrian crossings is much less explored in comparison to the use of the mobile phone while driving. Recent years have seen many discussions on this issue, especially in foreign countries. The Slovak Republic, however, has not been giving it enough attention (and it is not mentioned in the National Road Safety Plan for the Slovak Republic from 2011 to 2020). This paper aims to draw attention to this issue. It presents basic outputs of a pilot study on pedestrian safety, with a focus on the use of mobile devices and headphones at selected non-signalized pedestrian crossings in three Slovak cities. Overall, 9% of pedestrians used headphones or mobile devices at observed pedestrian crossings (4% of them used headphones, 1% used headphones and at same time used their mobile phone, 2% made phone calls and 2% used their mobile phones). While these numbers can be considered relatively low, the study proved that during weekdays every 2 min someone was using the crossing without fully focusing on crossing the road safely. Another main finding was that although the safety risk at pedestrian crossings is increased by factors such as rush hour traffic or reduced visibility, pedestrian behavior related to the use of mobile phones and headphones does not change. A safety assessment was also carried out at the crossings. The results show that pedestrian behavior is not affected by the level of safety of the crossing (e.g., visibility of the crossing for drivers). The results of the presented analysis suggest that action is needed to change that. Due to the lack of information about accidents involving pedestrians using mobile phones and headsets when crossing the road, no relevant statistical data could be analyzed. The dataset collected can be used as a basis for further investigation or comparisons with other countries of the relevant indicators. In future work, we would like to include a pedestrian–driver interaction factor focusing on driver speed behavior in relation to pedestrians (who are on or are about to step onto a pedestrian crossing) and identify critical situations caused by improper behavior of drivers and/or pedestrians. This will help to understand speed adjustment problems related to pedestrian crossings.


Author(s):  
Amin Hosseini ◽  
Touraj Taghikhany ◽  
Milad Jahangiri

In the past few years, many studies have proved the efficiency of Simple Adaptive Control (SAC) in mitigating earthquakes’ damages to building structures. Nevertheless, the weighting matrices of this controller should be selected after a large number of sensitivity analyses. This step is time-consuming and it will not necessarily yield a controller with optimum performance. In the current study, an innovative method is introduced to tuning the SAC’s weighting matrices, which dispenses with excessive sensitivity analysis. In this regard, we try to define an optimization problem using intelligent evolutionary algorithm and utilized control indices in an objective function. The efficiency of the introduced method is investigated in 6-story building structure equipped with magnetorheological dampers under different seismic actions with and without uncertainty in the model of the proposed structure. The results indicate that the controller designed by the introduced method has a desirable performance under different conditions of uncertainty in the model. Furthermore, it improves the seismic performance of structure as compared to controllers designed through sensitivity analysis.


2002 ◽  
Vol 2 (4-5) ◽  
pp. 423-424 ◽  
Author(s):  
MAURICE BRUYNOOGHE ◽  
KUNG-KIU LAU

This special issue marks the tenth anniversary of the LOPSTR workshop. LOPSTR started in 1991 as a workshop on Logic Program Synthesis and Transformation, but later it broadened its scope to logic-based Program Development in general.The motivating force behind LOPSTR has been a belief that declarative paradigms such as logic programming are better suited to program development tasks than traditional non-declarative ones such as the imperative paradigm. Specification, synthesis, transformation or specialisation, analysis, verification and debugging can all be given logical foundations, thus providing a unifying framework for the whole development process.In the past ten years or so, such a theoretical framework has indeed begun to emerge. Even tools have been implemented for analysis, verification and specialisation. However, it is fair to say that so far the focus has largely been on programming-in-the-small. So the future challenge is to apply or extend these techniques to programming-in-the-large, in order to tackle software engineering in the real world.


Author(s):  
Varun Gupta ◽  
D. S. Chauhan ◽  
Kamlesh Dutta

Mobile software application development process must be matured enough to handle the challenges (especially market related) associated with the development of high quality mobile software development. Ever increasing number of both mobile users and mobile applications had presented software engineers with the challenge of satisfying billions of users with high quality software applications to be delivered within deadline and budgets. Always there had been a lot of pressure to develop complex software categorized by thousands of requirements, under resource constrained environment. Requirement prioritization is one of the activities undertaken by software engineer to deliver partial software product to its customers such that most important requirements are implemented in the earliest releases. During next releases some changed and pending requirements are implemented, an activity that generates ripple effects. Such ripple effects need to be tested by executing modified source code against test cases of previous releases (regression testing). Regression testing is a very effortful activity that requires a software tester to select test cases that have high fault detection capability, execute the modified code against selected test cases and performing debugging. This regression testing activity can be lowered to the maximum extend by considering dependencies between requirements during the time of requirement prioritization. Thus requirement prioritization will be carried out not only against aspects like cost, time, risks, business values etc but against dependencies also. The aim is to implement almost all dependent highest priority requirements in current release so that implementation of new requirements is unlikely to have ripple effects. Changes in requirements might not be related to variable usage and definition and might not involve a change in functionality. In such cases there is no need to select already executed test cases of previous versions. Module dependencies can lead to test case selections of previous versions if changes of requirement lead to ripple effects. This paper aims to implement highest priority requirements such that regression testing is performed to minimum thereby improving development process of mobile applications. The proposed technique had been successfully evaluated on Android based notification software application that meets the specification of Aakash tablets.


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